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Posted
2 hours ago, riveth said:

~~

I mean a simple interior, such as a workshop, a basement, a warehouse, or the burrow of a pervert with special torture devices - a place where our attacker will be able to pasture the PC in peace.
~~

 


Well, for a start, to increase imemrsion, you can check "wait until the player is alone" option in the MCM menu.

Then, at least most of the times, the NPC will silently follow you, until you're in an empty space, and approach you there.

Posted
4 hours ago, SirDuke said:


Well, for a start, to increase imemrsion, you can check "wait until the player is alone" option in the MCM menu.

Then, at least most of the times, the NPC will silently follow you, until you're in an empty space, and approach you there.

I'm using this option, still they fuck me in the middle of a street :)

Posted
4 hours ago, riveth said:

I'm using this option, still they fuck me in the middle of a street :)


Hmm...

I think, this might be a bit immersion breaking,
but you know, you can "drag around" NPCs during conversations?

The dialogue camera is not locked, you can move it a bit, and if you move it too far, you get your controls back...

Posted
1 hour ago, SirDuke said:


Hmm...

I think, this might be a bit immersion breaking,
but you know, you can "drag around" NPCs during conversations?

The dialogue camera is not locked, you can move it a bit, and if you move it too far, you get your controls back...

Yep, I also do that, buuuuut I still like basement idea better :D

Posted
1 hour ago, riveth said:

Yep, I also do that, buuuuut I still like basement idea better :D

Would be cool yeah. Despite the mods description they don't only approach when the player is allone but they come up on the Diamond City market^^

Posted
2 hours ago, xyzxyz said:

Would be cool yeah. Despite the mods description they don't only approach when the player is allone but they come up on the Diamond City market^^

 

if the "wait for PC to be alone" option is on, it does not disable/cancel approaches. It just delays the final approach if "not alone"

image.png.d8450e49b2e09b8465989dfad069d72e.png

Posted

My player while wearing full armour and weapon gets assaulted from behind by settlers and other NPCs all the time. No drunk effect, drugs or anything but somehow she is considered vulnerable.

Posted
34 minutes ago, xyzxyz said:

My player while wearing full armour and weapon gets assaulted from behind by settlers and other NPCs all the time. No drunk effect, drugs or anything but somehow she is considered vulnerable.

 

If you're using SAKR and have no SAKR configuration installed for the outfits and armor you're using, then the mod considers you completely naked. See SH's MCM options for some alternatives.

Posted (edited)

Bug Report (by the looks of it - not sure it's intended)

 

I ran into an issue with the naked check which I currently have set to the following:

 

Spoiler

SHArmour.jpg.05a59f0efba4c50812571c64b1183650.jpg

 

This has always worked well so far until today when I ran into a bodysuit that gave a problem.

 

The suit is set at slot 36 (index 6) so initially I tried setting it to slot 33 in xEdit, which unfortunately caused my body to disappear. I then tried setting it to slots 38 and 57 (index 8 and 27) and tested. My body appears again again but the naked check only picks up one slot (in this case 38 for chest). I tested then with just slot 57 which was picked up for groin but obviously without 38 still fails the check.

 

Basically there seems to be a bug where if a garment with multiple slots set only the first is picked up. That is as in this case the chest slot check picks up slot 38 but the groin check doesn't pick up slot 57 indicating that when it checks it only checks the first slot it encounters rather than checking them all for a garment.

 

As a final test I set it solely to slot 57 and predictably the groin check picks it up, so the issue is with the checks not handling multiple slots per item.

 

Not sure why slot 33 alone causes a problem on that garment, unfortunately beyond changing slots to rationalise clothes (armo and arma) it's not an area I know much about.

Edited by Slorm
Added further detail
Posted
33 minutes ago, vaultbait said:

 

If you're using SAKR and have no SAKR configuration installed for the outfits and armor you're using, then the mod considers you completely naked. See SH's MCM options for some alternatives.

I only have this mod itself. No optional mods.

Posted

Also It would be cool if you could just point gun in face of aprocher to force him to step back.
He could later sneak up on you and grab u from behind.

But seriously, basement option can't be hard to do, yes? :)

Posted
27 minutes ago, riveth said:

Also It would be cool if you could just point gun in face of aprocher to force him to step back.
He could later sneak up on you and grab u from behind.

But seriously, basement option can't be hard to do, yes? :)

 

You'll never know how hard something is to make until you try to do it yourself. Until you've made something, it's best not to make assumptions about how "easy" it would be.

Posted

Ran into a bad bug with the fraud doctor encounter. If im currently enslaved via Raider Pet, the aggressor will remove ALL devices i have after the animation ends, even ones they didnt equip themselves, which in turn cuts Raider Pet short & they all become hostile again.

 

Re-equipping them before im detected does nothing either, the collar coming off for even a second registers the enslavement as ended.

Posted
5 hours ago, LesboIsBesto said:

Ran into a bad bug with the fraud doctor encounter. If im currently enslaved via Raider Pet, the aggressor will remove ALL devices i have after the animation ends, even ones they didnt equip themselves, which in turn cuts Raider Pet short & they all become hostile again.

 

Re-equipping them before im detected does nothing either, the collar coming off for even a second registers the enslavement as ended.

It's a compatibility issue not a bug.
Simply turn off SA approaches while a Raider Pet. You can set a hot key for that. ;)

And yes, when the collar is removed, by any means, it instantly ends that session of RP.

 

Posted
7 hours ago, LesboIsBesto said:

Ran into a bad bug with the fraud doctor encounter. If im currently enslaved via Raider Pet, the aggressor will remove ALL devices i have after the animation ends, even ones they didnt equip themselves, which in turn cuts Raider Pet short & they all become hostile again.

 

Re-equipping them before im detected does nothing either, the collar coming off for even a second registers the enslavement as ended.

 

It's possible you can avoid it by setting Harassment's MCM to not strip (or equip) devices in the collar slot, or by setting the collars chance in Rogg's DD Items Manager to 0%.

 

But yes, when I was still using Raider Pet I simply disabled Harassment temporarily in MCM while captive. You'll have plenty of chances for sex anyway.

Posted
2 hours ago, Eye Wish said:

Cool mod. Is there anyway to quicken the response time in the text messaging? It takes quite a while to get through each dialogue option.

Use F4z Ro D'oh

Posted
7 minutes ago, SirDuke said:

In addition to that, one might even use fully ai generated voice files.

I think they are done quite well...

https://www.loverslab.com/files/file/30531-sexual-harassment-voice-sound/

 

The main problem I found with that is Harassment isn't designed for actual voiced dialogue, so all harassers get one common voice type. Men, women, super mutants... they all use the same set of voice files. As long as you only ever have human male approachers it works pretty well, assuming you can get past all of them sounding exactly the same. If you get approached by women or super mutants, the voice is decidedly less immersive than subtitled silence.

Posted (edited)

If the Dominant/Submissive Change Amount in general of the MCM is greater than 0, I was hoping it would also respect Sex Attribute's setting for enabling/disabling dom and sub personality change (dom is a global variable in FPAttributes.esp with a FormID of xx00F442 and an EditorID of FPA_Setting_EnableDomPersonalityChange and sub is another Global Variable in FPAttributes.esp with a FormID of xx007A66 and an EditorID of FPA_Setting_EnablePersonalityChange)

Currently, it doesn't care if either of those variables is 1 or 0 (on or off), it will change the personality in that direction if the change amount is greater than 0 and the appropriate action is taken.

 

I'd do it myself, but it would require the CK to compile the scripts (haven't figured out command line compiling), and since I have the CK via steam, it will update if I try to launch it, and I don't want to launch it until I also update Fallout 4 (when F4SE gets an update)

Edited by ptmc2112
Posted (edited)
10 hours ago, vaultbait said:

 

It's possible you can avoid it by setting Harassment's MCM to not strip (or equip) devices in the collar slot, or by setting the collars chance in Rogg's DD Items Manager to 0%.

 

But yes, when I was still using Raider Pet I simply disabled Harassment temporarily in MCM while captive. You'll have plenty of chances for sex anyway.

from what ive experienced so far, it dont happen as often as I like similar to skyrim's SD+ which is why I leave other mods active & adjust chances of stuff on dependin on what happens. just wasnt expecting one mod to remove devices i already had when its meant to be a victim scenario not a rescuer one. seems like a cheap way to escape DD stuff in general, even with Raider Pet not accounted for.

Edited by LesboIsBesto
Posted
8 hours ago, LesboIsBesto said:

from what ive experienced so far, it dont happen as often as I like similar to skyrim's SD+ which is why I leave other mods active & adjust chances of stuff on dependin on what happens. just wasnt expecting one mod to remove devices i already had when its meant to be a victim scenario not a rescuer one. seems like a cheap way to escape DD stuff in general, even with Raider Pet not accounted for.

 

possible fixes for Raider Pet collar

go into MCM - Sexual Harassment

General - at the very bottom blacklist for items to not be stripped (iirc slot 20 = biped 50 = neck which should be collars)

Devious Approaches - Chance for Unlock (set to 0 to not unlock devious devices).

 

these may help

 

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